Friday, 4 July 2025

Onwards to the weekend



Sparc3D vehicle outputs. I then decimated and cut the vehicles in half so they could be instanced with a mirror modifier. The next steps: better topology. This might be a case of cut and clean, such as making those windows a single polygon, right now they're part of the model's dense triangulated mesh. 

AI Sloppy? Maybe, but they are amazing starting points.

A quick terrain test. I'll never be able to stop this... Terrain addict, I am. I whipped this up in about half an hour, but then spent a couple of hours struggling to add some scatter. There were crashes!

 Next Steps

  • Back to the environmental training course. Two lessons today.
  • Tidy up assets and build some more:
        Lighting rig
        Cargo container 
        Oil Drums and crates
        Portable huts and a gatehouse.



A bad habit that I need to lose:

I iterate too slowly because I pump up settings too soon. The Card scene should have taken a couple of hours of work, but I must have spent more than that waiting for test renders, which I save but don't use much.

Thursday, 3 July 2025

Cards

I had a play with alpha cards. The distant mountains, the trees and the cloaked figure are not models; they're images rendered on a plane or on simple "cards", then placed in the scene and aligned with the camera. Doing this using a compositor is a lot more powerful, but this is a quick way to optimise resource-intensive renders. Blender 4.5 Beta, True Terrain 5, True-Sky, Photographer 5. The weird bronze statue with the tentacles was generated using Spark3D.


Key elements are not geometry; they're images projected onto planes or simple card models.

Tuesday, 1 July 2025

Asset test and terrain practice

Assets in play!

 I had to play with some World Creator terrains, as there's a new beta out which reportedly fixed the bug that I reported. In all the excitement about sculpting terrain, I didn't actually complete testing for the bug. I have faith!

Yesterday
I experimented with a new add-on. I created an interior in which I planned to scatter some bitter gourds (I created the scan this weekend). Alas, while the tool appears to work well, I was unable to get the scatters to conform to the nominated ground object. Maybe it only works on a plane?

A case of Floatia Scatterous

Sunday, 29 June 2025

Piotr Krynski's Efficient Environment Design for Blender #5 The factory

 The First Tower

In this lesson, Piotr quickly builds a factory tower. He uses quick bash-style modelling. Everything was built by eye. He used a reference box to get the scale correct. Texture is just a metal map that isn't even UV unwrapped, because he knows this element is strictly a background object.


Moah towers


This lesson starts with Piotr appraising the first tower. It's 6000 vertices. Perfect for this kind of background element. There isn't a hard and fast rule. Piotr tells the story of a big scene he created that lagged very badly. Eventually, he had to hunt down the cause of the bad performance. It turned out that in a scene full of buildings that each consisted of a few thousand polygons, there was sheets of trash paper on the floor that had 200k polygons.

Greeble object

Took the walkway and used Hard Ops to create a loft style rotation with Rotation 360.


After dicing the object, the result is very cool and unexpected.


Creating some cables. Rather than using Cableator, Piotr demonstrates an old-school technique: create a plane on which to draw curves; this way, you can include a bit of sag, which is much more realistic.


Converts them to mesh. Joins them, then converts back into a curve object.


Correction: Piotr uses Curve Basher.

Texture time.

Piotr grabs some more large texture files and uses them as a kind of trim sheet. The results are so good, just from the creative placement of UV.

High skylight-style windows can be transformed into regular-style windows with careful UV placement.

More bashing, some kit-bashing using cables, pipes and machines on the 3D-rotated walkways. It's pretty impressive, but hard to put down instructions on how it's done. It's done with a very keen eye and some serious mastery of Blender's tools.

Cool! More cables!




Asset progress

 Assets

Progress continues on the assets that I'll be offering to the animation project in which I'm now potentially involved.

Asset with an autocannon turret

Broadly modular. Optimisation still required

On Friday, I took a trip out to create some additional concrete textures. I went back to the place where I captured that cast concrete texture, but the lighting was poor, and large portions of the wall had received a coat of paint, presumably to cover up graffiti.

Still, I captured quite a few photos for texture development. The only problem is that I am rapidly running out of storage. I thought about buying another portable storage, but that's not very scalable. For one, I'd run out of places to plug them. Instead, I reactivated my Flickr account. I'll be using it as the store for any texture photos I need to store.


Flickr textures

10WallSource2


Friday, 27 June 2025

Piotr Krynski's Efficient Environment Design for Blender #4

 The factory


This lesson goes into areas that I have never even considered. The subject is a background element; a large factory and its surrounding greeble. What this makes me realise is that Piotr is working all the time to the composition in his head and on his sketches. I've tended to work the wrong way; I'll build a little world and then try (and often fail) to find a decent composition. Piotr's approach is that of a concept artist who needs to deliver the shots. I need to think more in terms of time spent vs results gained.

Scanned factory being previs'ed in photoshop with kitbashing the composition. Where will this go, I wonder.


Tip: Upping the scan's texture size.
This is something I've known that I'd have to deal with while creating my own scans. They native textures are too crappy for hero assets. This looks like the start of a workflow, using my new addon:


Image Resizer

Piotr's rule-of-thumb: Keep all textures below 10 MB. There's a resizer tool in the To Optimize Tools.


Oh my word. Piotr took the ideas he laid down in the photoshop kitbash and started to boolean his factory scan into various pieces so that he can kitbash the larger structure that he wanted for his scene.

Chop chop chop
The lesson concludes with some adjustments to the materials and UV as the enlarged factory takes shape.

Tweak, tweak, tweak


Thursday, 26 June 2025

Asset farming

 A break for terrains. Actually learning something useful, thanks in large part to the environmental design course.

Key lessons:

  • You can do a lot using the Project from View UV Unwrap. Piotr is maybe the fourth artists who said they use it for about 90% of their work. This could be a concept artist's approach-"move quickly and don't quite build things properly"-but it's working for now.
  • Procedural textures have a lot going for them: driving variation with seed values and being able to tweak parameters. Low memory cost (at the expense of other resources, especially with lots of complex node trees. However, they really don't tell the kind of stories that real-world photo sources can capture. 
  • Use the UV editor to find interesting alignments with source images that are not even remotely seamless. Seamless textures are critical in the long run, but for fleshing out the materials of an environment, it's all about the character of surfaces.

So I started with some base artefacts.

First Asset: Small concrete barriers; so-called "cement sentries"


The texture maps are home-grown. I then realised that for PBR I'd need to generate some supporting maps using Materialise, but it stopped working because of missing framework components.

I recalled that there was an addon that automatically generated the required maps from a target colour map. It's pretty cheap, too. 

Pbr Texture & Material Generator For Blender




What's nice is this tool is very intuitive, once you realise that materials you "create" are all in memory until you save the maps out and turn them into an asset. My materials were disappearing because I mistakenly thought that "what the monkey sees, money keeps".

Its documentation is minimal, but this is one of those cases where keeping things simple allows users to install and use with minimal head scratching.

To be clear, this isn't a one-click-and-done solution. All the default materials have excessive specularity, so my concrete blocks appear too slick and shiny. However, the adjustment parameters are available to make the necessary adjustments.

Next asset: A modular wall section


Something a bit bigger

Something modular

Next up: Continued training from Piotr's Environmental Design course

Wednesday, 25 June 2025

Beta Testing

 
This is a bit of a break in the rules: I'm using the beta of 4.5, which is a few weeks away from its expected release. What do you know? It's been absolutely solid and, dare I say, faster once I shifted over to the Vulcan API.



Add on: Retopoflow


I need to finally learn how to tackle retopology for generative outputs from Sparc3d and my own scans. Retopoflow is considered the best. It's not cheap, but it does come from  Cookie3D's developers.



I ran through a quick test, and it's maybe harder to use than I thought. I just need to do some simple practice exercises. The jump from version 3 is significant as the add on now in integrated into Blender's UI rather than as a bolt-on set of tools.


Starting off

Select a target object, Shift+A, Add Mesh, then choose Retopology at Cursor. This creates an empty mesh. Use Ctrl+Left click to start building.

Card mountains


I had another quick play with cards for mountain ranges. The lighting issues may be holding me back from using this technique in anger.

I had a play with the visibility settings, but I was still getting inconsistent lighting where the card catches the in-scene sunlight.



Overview. 2 cards!


The Wall:

In this lesson Piotr builds the curved canal wall. It's pretty straightforward non-destructive method where he uses the simple deform modifier on the in-scene assets while modelling on an unmodified instance, away from the scene, so that as he models, he can see how it looks in the final scene. Clever!

He refers to Textures.com as a source for bigger, more idiosyncratic textures for mixing. It looks good. I think I signed up on the site about a decade ago, but never used it.



It's interesting to think in terms of writing a sentence with a texture choice. The right texture says more, or has the capacity to say a lot more than a 2m x 2m seamless square.

* When Piotr drops in his chosen texture map he disables specularity and roughness on the shader because "they wash away the texture information".

* 95% of UV unwrapping is ...align your view perpendicular to the main face and then UV unwrap using Project from View.

* Avoid using noise from nodes because it doesn't create noise consistent with your complex real-world materials.  

* Adds a quick bump map


Add the colour into the Height input of a Bump node then pass the Bump node's output into the shader's Normal input. Then add a colour ramp between the colour and the bump which you can then use to control bumpiness by values.

Applies a second material on the bottom of the wall, applies it to a new material on the mesh. Aligns the texture, then creates some cuts in the model to match the protrusions in the material.

Repeats this step for the ends of the wall section.


Tip: Avoid long runs of perfectly straight lines.


Even with handrails, you should add a tiny amount of distortion to break straight lines. Looking at scans, even though they can be a bit gloopy, they often come with that slight break in regularity that often screams "CG." Solution: Subdivide the mesh and apply a slight displacement modifier (Musgrave noise).


Tip: At this stage, the model isn't entirely in the scene, so you can't tell how it will turn out, so don't try to go too far.


Razorbill


I got nowhere. This kind of model takes a lot of prep and care.


Tuesday, 24 June 2025

Piotr Krynski's Efficient Environment Design for Blender #3

6. Lighting

More important than the story!! Top of the pyramid, no matter how good your story, if the lighting fails to support your composition...it was all for nought.


Example: Water Colourist Dean Mitchel. Lighting gives you strong contrasts and defines shapes.


  • Great compositions offer instant clarity. The observer doesn't need to work in order to understand what is seen. Use lighting to make that clarify.


Starting Point: Strong sunlight and blue sky (shadows)

Monday, 23 June 2025

Industry disruption incoming

 Oh boy. This is significant

Combine generative technology like Midjourney with the mesh generation of Sparc 3d and what happens?

1. Sketch

ADS-77 Razorbill


2. Retexture in Midjourney

Input the above sketch with a simple description:

"Halo Pelican style VTOL dropship with pivot engine pods photorealistic on a white background"

I like this more, but the cockpit wasn't well-formed.


3.  Generate the mesh with Sparc3D

A few minutes later...
4. Import into Blender


So sketch to model in a few minutes. Granted, this is where the hard work will begin because those models are unreasonably dense (after a remesh, they're 5 million faces).

I need to watch some retopology tutorials to take one of these models to the next step: make it usable.

Sunday, 22 June 2025

Blender School: Basic Design Rules

 


Piotr Krynski's
Efficient Environment Design
for Blender  #3



3. Basic Design Rules


1. Big, Medium, Small


In order to show that something is big you need to contrast it with small things. Points of reference!

2. Repetition. Creating a scene involves adding lots of different elements. The quality if the visual experience will be governed by how these different elements work with each other. Use repetition as a way of giving the scene an underlying order, like the refrain of a song, a kind of visual reference point or commonality.

3. NEVER HALF. Breaking elements in half is a way to instantly remove stimulating qualities from a composition. The Rule of Thirds is your friend.

Rust placement

See how the rust areas creep in and don't go halfway across one panel. The result is large areas of calm punctuated by the rust noise. See how the rust noise has a strong naturalistic character. It doesn't look like the product of a noise node.

Piotr creates a sketch and demonstrates his thinking in terms of visual tension and repetition, where things need to be varied and where they need to echo.


Don't overdo your sketching. Once you move into 3D, things will always change. It's hard to predict how shapes will translate into 3D.

4. Preparation

Before moving to Blender, you need to get your story straight. In this lesson, Piotr runs through his preparation for his amazing canal shot, partly inspired by a level in Halflife: Alex.




1. References. Look for ideas and inspiration
2. Use your references to plan your shot and your time. What elements will be quick to create, what could be repeated? Don't spend a lot of time building something you use once in your scene somewhere in the background.
3. Don't try to do too much in a scene. Originally Piotr was going to include a chase but evoking the necessary tension draw attention from his intended subject: the cool environment.

5. Addons


There are a bunch of addons that Piotr finds super-useful... Piotr focuses on what he needs for this course, not what is overall a good addon.

S-Tier  (The essentials)

Tootimize-tools

This critical addon manages scene optimisation. Intelligent file-size reduction will impact your performance. High-spec modern PCs can handle vertices, but moving massive textures around will often cause lag.


 This isn't a sexy add-on, but it saves time when you want to drop objects into a scene by cutting out a lot of menu driving time.

Curve Basher

Mastery over curves and therefore wires. How does this compare with Cableator?

Simply Cloth Pro

This is now called Simply Cloth Studio. 

Gaffer Manager

A really good HDRI manager that lets you put in HDRIs and manage them.

Hard Ops

[Got this] This needs no introduction, but I need to pick up that training course.  

A-Tier

Aquatiq water library

This is just an excellent resource for complex and varied water shaders.

[Got this] Amazing resource of scanned trees. It doesn't go S-tier because even the low-poly versions have massive polycount. You may need to decimate.

Piotr thinks that Terrascapes assets are the best for Blender. Also, a bit heavy.


This is an amazing resource for drop-in sky HDRIs. Very efficient but the presets become a crutch and the settings seem too low for light values and shadows, e.g. a high sun doesn't generate the expected light values, it's too dull.

B-Tier

E-Cycles/K-Cycles

Great because it can save a scene because it uses non-standard rendering. However, its non-standard and can trip you up.

It's an amazing add-on, but it gets you caught up in geometry nodes. Piotr uses the shrink map modifier on a plane. It's easier and faster. Hmm, I'm not sure. Piotr has a good point about how grass objects are often too small and so require too many scatter objects to be convincing.

C-Tier


Mask Tools

Great tool but Piotr avoids using procedural tools for edge ware and these kinds of procedurally driven textures. It's a great tool, though.

Fluent-Materialize

[Got this] It can impact performance.


Physical Starlight and Atmosphere

[Got this] This is an amazing addon for realism and power, but it is C-tier because it is a resource hog. It introduces a lot of lag when doing quick scene iterations. It is amazing for less demanding scenes.




Onwards to the weekend

Sparc3D vehicle outputs. I then decimated and cut the vehicles in half so they could be instanced with a mirror modifier. The next steps: be...